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Philip Knowsley's page

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I ran something for my players beforehand also.

They were friends with a sorcerer named Morian from this: -

The Wizard’s Amulet is a short, introductory adventure for six newly created first-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain...

This adventure won the 2001 ENNIE for best free adventure...

They ended up pulling his bits out of the fire & his Daddy just happened to be
very pleased with that...
Daddy then pulled a few strings with the Swordlords to get the party onto a charter
after the previous party that was supposed to go were all killed...

1 person marked this as a favorite.
Feylin wrote:
On the Urule sheet explain which ruler # is used for which position because that isnt clear, who is the ruler, high priest, hier, exc..?

Once you have typed in all of the PC & NPC names & stats, then go into the next tab 'Overall'.

In that sheet look in the middle under 'Leadership'. In the 'name' field you can select from
drop-down boxes all of the leaders you typed into the previous sheet.

Whom you select is up to you, but most people look at the stats required to do each job &
select the most worthy individual. (Or you can completely freeform the RP experience & select
people who WANT to do the job...) :)

2 people marked this as a favorite.

...when the party Arcanist says "I don't care if the other party members want to go adventuring, I want to study Cyclops History for the next 5 years using all of the artefacts, clay tablets & pottery we just found in Vor Dakai's Lair. Oh, and can we build a university (instead of a museum) with a wing dedicated to those studies?"

RobRendell wrote:

Ooh, some nice stuff there. Consider it yoinked.

I'm not sure if you've seen this, but another GM did a player handout of Pendrod's notes for the players to find at the start of VV (so it's a bit late for your game, but might be of interest): and-Changes#66

Yup - already yoinked as a basis for my game! :)

So - you're welcome Rob (& I've yoinked some of your stuff in the past, so consider
us even!) :)
Well, until the next time! ;-p

4 people marked this as a favorite.
DM_aka_Dudemeister wrote:
You've spent more hours in Homebrew content than official adventure content.

Yep, yep, yep, yep...

2 people marked this as a favorite.

So, this is my write-up. It allows me to explain parts of the story that they would
otherwise never see. Much of it is just nicked from the book. Cheers Paizo! :)

I have used writings by (in my game) Vor Dakai (Vor being an ancient cyclopean rank
title, plus knowledge from Pendrod who survives & is rescued from a soul jar.

A history (as translated by Simile) from Vor Dakai’s writings of all that has transpired. (Supplemented with interludes from Maestro Pendrod’s musings.)

In the age before Earthfall, the fortunes of Golarion were forged by vast empires like Azlant and Thassilon. Yet other empires existed in these ancient times as well — empires ruled not by humans but by creatures of legend. The cyclops ruled many such empires, notably one in Garund and another in north-western Casmaron. Yet as with their contemporaries, Earthfall brought an end to their rule. And unlike Azlant or Thassilon, the cyclops empires have been all but forgotten in the Age of Lost Omens.

Yet while the cyclops may have been forgotten, they have not vanished from the face of Golarion altogether.
Pockets of their kind exist today, although they possess but a shadow of their former glory. Only in remote locations does evidence of the ancient cyclopian empires still exist, protected from the march of time by preservative magic akin to that which protected the mightiest of Thassilon’s monuments, or watched over still by ancient spirits and tenacious undead too stubborn to move on.

One such remnant, deep in the Tors of Levenies, was the cyclops lich – Vor Dakai. Although the name has long been lost to history, Vor Dakai was once a notorious tyrant and necromancer in Casmaron’s ancient cyclops empire. Vor Dakai himself did not survive the uprising and turmoil that followed Earthfall during the Age of Darkness, yet ironically his name did. The least of his apprentices appropriated Vor Dakai’s name in the hope of using its power to rebuild an empire; yet in the end, this task would require more than notoriety. This new Dakai became the last Vor when those she was attempting to command rose up against her and, in an ironic turn of events, trapped her in a crypt of her own design, hidden away at the westernmost edge of Casmaron, in a minor mountain range oft overlooked by explorers and colonists.

As thousands of years passed and Vor Dakai’s torpor changed into an ageless slumber, her name persisted in the legends of the region’s centaur tribes. Tribal shamans, inspired by visions, often brought the centaurs to a steppeland called the Dunsward in the region near Vor Dakai’s tomb, where they tasked their tribes with the sacred duty of guardianship over the Valley of the Dead — the legendary entrance to Vor Dakai’s tomb. These shamans saw that the ancient cyclops tyrant did not rest easy in her grave, and they foresaw a time when her wickedness and the pent-up evil of the extinct cyclops empire might one day be released by the unwary to plague the lands again.

“In the last few thousand years, the Nomen Centaurs have faced less exotic enemies and fears — Taldor’s expansion into the Stolen Lands led to much warfare between the Nomen and humanity and helped to maintain the Stolen Lands’ reputation for being inhospitable to civilization. Even as the domain of Rostland was forged, Taldan colonists ripped through the centaur war herds to the south, pushing them to the fringes of their former rangelands and farther and farther from their guardianship and traditional homeland. With the back of the centaur resistance broken and driven into the hinterlands of their new colony, the Taldan forces focused their efforts elsewhere and the cairn stood once again unguarded and largely forgotten.”

So great were the effects of this war that much of the Nomen’s lore and identity were lost as well. The original reason for their guardianship was forgotten within a few generations and transformed into a territorial aggression that extended around the eastern fringes of the human lands. When Taldor finally abandoned the Stolen Lands, the Nomen were hesitant to return to the Dunsward out of shame and fear. By the time Choral the Conqueror swept north through what would become the kingdom of Brevoy in 4499 AR, the Nomen centaurs were marginalized and largely forgotten, and the region of the cairn was a remote wilderness area of little to no interest to the new civilization of the area.

This status quo has remained over the last 200 or so years—until now, that is. When the swordlords of Restov sent agents south into the Stolen Lands, a new colony — Varnhold — was established at the edge of the old centaur rangelands, and along with these settlers came an ambitious treasure hunter named Willas Gundarson.

Ingratiating himself with Maegar Varn, using Varnhold as a base of operations and following an ancient map copied from an even more ancient tablet recovered from deep Casmaron, Willas hoped to find a previously undiscovered hoard of ancient treasure. Unfortunately for Willas, he mistranslated the ancient tablet—and what he had assumed was an indication of vast magical wealth was actually a warning of vast magical danger.

Armed with his mistranslated lore, Willas ranged far and wide while Varnhold was being established, operating under the guise of scouting to determine the lay of the land and identify any potential threats facing the fledgling colony. It was on one of these journeys that he discovered the site of Vor Dakai’s Tomb and crossed the deep waters of the Little Sellen on a folding boat. On the island, he located wards designed to prevent intrusion and grasped something of their dire nature. He was about to turn back when he glimpsed a cache of treasure just a short way down the corridor leading into the tomb. Greed forced aside common sense, and he crept inside to investigate — but as he did, he felt the ancient warding alarms go off. Pausing only to snatch a single jade bracelet, he fled the tomb and retreated back across the river.

Though all remained quiet as he watched from the far shore, he knew he had triggered the guardian wards and had a bad feeling about what he had done. He hurried back to Varnhold with the bracelet and adjusted his tale to say he had found it on the river bank, hoping to hide his momentary lack of judgment. Unfortunately,
Willas’s fears were well founded, for the triggering of the wards awoke Vor Dakai from her age of slumber. You now feel that what Willas & you thought was a bracelet, may in fact have been a ring…of giant proportions…

“Lord Varn, being something of an amateur archaeologist and historian himself, took a great interest in the jade treasure Willas had returned with, and tentatively identified its markings as being associated with the Nomen centaurs, the tribe with which his colony was involved in conflict. Believing the “bracelet” to be a prehistoric artefact of that culture, he sent word me, an old colleague from Oppara — a scholar who specialises in Casmar antiquities.

I was in the beginning stages of composing a sweeping epic opera dedicated to the millennia-sweeping history of the Iobarian steppes and gleefully accepted word of the artefact as evidence of a link between the Nomen centaurs and those of ancient Iobaria. Immediately, I set out for Varnhold to study this magnificent find and its provenance.”

Yet Maestro Pendrod was not the only individual interested in the “bracelet”, for with its theft and the activation of the tomb wards, the long-dead cyclops Vor Dakai had wakened. Turning her oracular powers to the recovery of the ring and the location of the thief, the lich located both in the settlement of Varnhold.

Faced with a new world of wonder, she began to send her minions out into the world to explore – and bring back word of how the world had changed. Vor Dakai became particularly obsessed with the audacious human who had unintentionally freed her, and upon noticing the theft of the jade bracelet, set about tracking the thief back to the settlement of Varnhold. Unleashing ancient cyclops magic calling forth all of the colonists in a daze, Vor Dakai captured each of the villagers in soul jars. She emptied the settlement of its inhabitants in a single night of horror. Up until your intervention, Vor Dakai had studied the lore she learned from Varnhold’s vanished folk and draws her plans to establish a new empire.

Her writings also dwell upon the amount of power she has lost over the eons of her slumbering. It is a sobering, but clear fact that had you met her in her full glory – the outcome would likely have been somewhat different… With her kin gone from the region, and considering the current locals as mere worms, the undead cyclops was confident that this time, her’s would be a lasting rule…she had not reckoned upon the fury of the rulers & adventurers of Greenland!

Roanark wrote:

I think I messed up.... what you wrote...

My players did exactly that & we just finished the big V fight last week.

This may not help, but what I am doing is hand-waving all of the other adventures
they might have had, & typing up a massive document telling them what happened
afterwards. :)

It's my way of progressing the story & not having them go backwards or forgot
everything, because they're focused on 'filler'.

We'll be doing 5yrs of kingdom building & then will start the next book.

It's going to work out for me because one of the players has decided that his PC
will be taking the time to research the centaurs & the history of what has just

I was just about to post the write-up of that when I saw this...

No hurry - I'm sure we shall all survive (okay, that's a maybe...)... ;-p
I am just so thankful for all you've done already!

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Characters give up waaaay cool magical items, not because they are evil, but
because of the effect it might have on their kingdom...

Turin the Mad wrote:
Space limitations my keister, they have extra space already

Yeah - there are pages & pages of 'fluff' in the back of each book...

I'll second Turin - plan ahead.

Including by predetermining the 'random' encounters. (both wilderness encounters
& kingdom events.) That way you can actually have them built into the story,
rather than scrambling at the table to try & think of something suitable.

There are some cool Golarion calendars out there - find one & use it in your
game. Print 2. Give one to the PCs to look after & use one yourself...then
you can write in, in advance, things like weather, special happenings etc.
My PCs have all of their kingdom's celebrations marked on the calendar etc.

Love Turin's suggestion re using seasons for building, rather than months. Wish
I'd thought of it - buildings in a month can break believe-ability, & this would
make for a cool generational game...

Lastly - read these forums. There is a HEAP of good sh*t on here - use it!
This AP could easily have been written as 12 books, so there is A LOT of stuff
which Paizo could have put in, but haven't. If you want to do your game justice,
you're going to need to work to do so...but if someone else has already done
the work, why not steal it. e.g. Turin, Redcelt & others. Also - find Chemlak's
kingdom sheet - it's an Excel sheet that is free & works really well.

I like the idea, but have some questions... e.g.
When in a swarm, the damage is automatic - so how do you get:-
2d6/19–20/×2 plus paralysis when you aren't rolling to hit...?

Hi Chemlak,
Just wondering what the 'actual' timeline is for the next release please.
Not trying to put the pressure on, just wanting to run a timeline for myself.
Cheers bud.

Post for a dot...thanks for the link on your Kingmaker - complete thread! :)

It's all down to the individual game...

There are currently some countries getting along quite happily in the modern
world with 50% taxation.

At the end of the day - it depends what you get back, not necessarily what
you pay out...

Chemlak wrote:

Not sure it counts as "restful", but it was certainly fun.

I got a couple of things done, but not as much as I wanted, and need to get back into the working groove (I just had another week off to do some much-needed DIY at home) before I really knuckle down on the sheet.

Please keep prodding me every now and then.


Does that count? ;-p

I think that, for time challenged GM's like myself, the AP could quite easily
have been written in 12 books & still not done justice to KM!

My group has been playing (real-time) for what...3? years, & have just about
finished book 3... (They went in a straight line for the big V - so I am going
to move immediately into book 4 & write several pages of backstory & include
5 years of kingdom building to explain all of the 'other' bits in Varnhold Vanishing.)

redcelt32 wrote:


Storypoint leveling like you are planning to do is a great idea for this AP. One point to mention, at a certain level (9-11th) many many kingdom challenges become rather mundane. If you want them to experience several years of solving kingdom issues to really give them a feel for being rules, you may want to take a long break between books and keep them suspended in the middle levels. My party is 9th level now and it pretty much takes a declaration of war with a neighboring kingdom/faction or a kingdom shattering event to make them break a sweat now. Luckily we are moving into the latter books where it is primarily this sort of material.

Don't be afraid to throw non-standard encounters out there as well to round out the daily encounters. I used a lot of tracks and night sounds to foreshadow certain encounters, or for example let the party know there was a giant in the region without the actual encounter taking place yet. The party still doesnt know that the chortling noise they hear along the rivers at night sometimes are tatzlwurms calling to each other :)

Ideas please Red?

Renegadeshepherd wrote:
I learned my mistake about taking Extra Revelations at level 1, but I don't believe that I am wrong about using a revelation to get Weapon Focus. The reason being is that the Weapon Mastery Revelation says at the very end that the feats gained by it do not need to meet the prerequisites. Now, correct me if I'm wrong but I think +1 BAB is a Prerequisite I wouldn't need if I could take this revelation.

Question...but how can you take a Revelation giving you access to an ability that lets you ignore pre-requisites...if you don't have Revelations yet?

I hope your holiday was restful dude! :)

Courtney! wrote:

All right, I have a handful of questions and scenarios to pick your brains about. Impart your wisdom to me once more, O Wise Ones, and please forgive the huuuuuge blocks of text. I'm covering quite a few sessions here, but they all kinda piled up on me...

** spoiler omitted **...

@ Courtney!

What did you end up doing in the end?

I want to throw in something similar & was interested. :)

Hah - snap, I will be DMing Savage Worlds next also...unfortunately that will
be a long, long way away... :( (Probably Space 1889)
I'm tired of DMing as well.

Glad you enjoyed (mostly) your game. Sounds like it was fun.

felinoel wrote:
There is no need to add complex requirements that make no sense and have no basis on reality?

Of course - it's always up to the GM & their players...

All I was trying to say is that - unless you use the rules as a basis for
building, what's to stop your players from building a single cottage &
saying "Cool, we've just populated that block with 250 people..."

From now on in - up to you on how you run it.

..or at least that's the way I'd play it. Otherwise it's just far too easy to
game the system.

DM_aka_Dudemeister wrote:


Chuckbab wrote:

The rules assume that a BP is worth more or less 4000gp. Since a "House" is not really a single house but a housing-focused neighbourhood, probably with some non-descript minor merchants (baker, butcher, etc.), the PCs would have to pay about 12,000gp out of their pockets to gain the same benefits.

In the same way, building "a Road" on a hex doesn't usually mean a single road crossing, but a complex network of transportation, with a main and well-maintained road and smaller roads leading to thorps, hamlets and farmlands (because approx. 200-250 people live in each hex...).

What Chuckbab said... :)

Plus - each square on the gridmap is what?...750ft per side or something? I forget.
That's a lot of 'houses'... :)

But specifically - by 'stump up' I meant front up with the moolah = cash baby!
:) 'stump up' is slang here for exactly that.

So - stumping up the BP worth of it = they pay the full amount of BP x 4000gp
to buy that with their own money...which as our more eloquent friend has
pointed out is 12,000gp for a 'house'...which isn't actually just one house.

You poor soul... Holiday without having to be in contact with the rest of the world... ;-p

Enjoy & forget about the rest of us schmucks for a while dude! :)

Generally 'a building' is not in fact 'a' building, but an area dedicated to
buildings of a similar type. So - the Pcs aren't building a shop, but are
building a shopping precinct, with supporting homes for shopkeepers, relevant
roading etc etc.

That said - some 'buildings' are perhaps a single building (e.g. temple), but
again - unless they are huge & take up the whole area by themselves - they will
also have support structures, such as housing, stable etc etc etc...

All that said - if my PCs wanted to build a block of whatever - I would let them,
but they'd have to stump up the BP worth of it. If they only wanted to pay the
price of one building of that particular type - I would let them, but they
wouldn't get the benefits of the whole district being dedicated to that...

Seerow wrote:
Any fun pranks you've used in your games?

Ahhh - a thread you haven't seen...

No should look - there is a whole thread with HEAPS of ideas on
this very topic.

1 person marked this as a favorite.
Dan, Halfling Mime Lawyer wrote:
pennywit wrote:
Queen Moragan wrote:

That's why I really think you need to rein in your players, otherwise there won't be any fun in it for anyone. Just hit them with 13 Months of Plagues to remove the excess.

#1 A Plague of Dragons .....

#2 A Plague of Lawyers

#3 A Plague of Mimes

#4 A Plague of Halflings

#5 a Plague of Halfling Mime Lawyers.

Flips off Pennywit

Careful - he's half-dragon!

Also - see if you can get hold of a copy of 'Gods & Magic'.
That book can give you a run down of who gets along & who hates who... :)

Norin d'orien wrote:

@P.Knowsley: Kundal is something G. is definitely going to speak about, still, unless i make them both appear at the same time in the city, Grigori should appear the next time they get back to town.

...or is making them appear togheter exactly what you suggested..?


Or at least, at the same time.

I presented both to my players as ongoing events that had started happening
whilst they were out of town. They were in fact completely unrelated in my
story, but there's no reason why they couldn't be related in yours...
e.g. K is brought along by G & released in order to cause trouble which he can
then stir along with his particular talent set...
(It took my PCs a little bit to figure out that they were unrelated...)

As for the last one with Malgorzata - just because of the way things ran in my
game - that got introduced at the very end of the 2nd book, & it was something
that came up at a council meeting (Because I was out of options.)

Up to you - but feel free to play around with how things are introduced...

Also - why not combine some of these 'AP extras'...?
e.g. you could quite happily combine Kundal & Grigory & have Kundal be one of
the things that Grigory harps on about...

You could quite happily combine any of the three.

If you're looking at abbreviating the tomb, you can chuck out the bit around
saving Xamanthe altogether. I would also perhaps limit the tomb to the 'ground'
floor being mostly empty - perhaps spookily so, with lots of evidence of recent
undead activity...

Also - you can get rid of the huge water elementals, as whilst they are a battle
they won't add anything thematically to what you seem to be going,
from what I've read of your game - they'll be WAY to easy for your PCs.

Then just add in thematic components from your game to populate the tomb. (i.e.
potentially get rid of any other guardians or ex-Warnhold residents & swap in
zombies/wampires/wampire spawn etc.

I'd like to point out that just because they're in the kingdom, doesn't mean
that they're 100% of the time in town.
Depending on how many towns your players have, those events could happen in
other towns...or, be reported by one PC who lives in that town, to the others
who live in different places. (My player's characters live in a variety of
places 7& styles in their kingdom.)

Also depends which rules you're using. The Ultimate Rulership ones have rules
for hiring adventurers/explorers on your behalf I believe.
If your players are more keen to play from their homeland - then, if it's not
too much hassle, build events around that & go with it.

Name: Elensil Valandar
Race: Half-elf
Classes/levels: Wiz3/Clr3/MysTh3
Adventure: Varnhold Vanishing
Location: Vor Dakai's Throne room
Catalyst: An dominated party Arcanist...& one too many fireballs...
The Gory Details: The party reached the throne room & Simile (the arcanist) got the
highest init. Being curious (- despite a friendly warning from their ever-loving GM) &
wanting to identify her enemy, she used an ability to 'port deep into the room
to get a decent look...sigh...

First spell cast by Dekai was Dominate Person, which Simile failed...sigh...

Per an excellent idea from someone else on these boards, the command given was to
'teach these vermin what it is to annoy Dekai'.

In the 1st round Simile used a negative energy ray against Bremen, the party fighter,
but he'd been buffed against just such attacks... So after that, Simile started
using her fireballs...for 3 rounds in a row...into a room with all 4 of the other
party members - who were being held at bay Var Gakal, Vor Dekai's champion.

Elensil was put into negatives, & partially healed back up, FyreAmber (ranger)
was put into negatives & partially healed back up, Bremen & Orestil (druid) were
also sorely toasted...& partially healed back up... ;-p
The fireballs collectively did over 100Hp (not counting saves), & the last one
was easily enough to kill brave Elensil - who was near the front & channeling
as if his life depended on it.

(Luckily the player had enough Hero points to save him from being complete toast.)

We left our mighty heroes during a strategic withdrawal, with next session promising
more pain & mayhem.

Oh & by the way - anybody considering using the Graveknight posted earlier...
Graveknight armour must be heavy, but the one's statted up only have Breastplate...

Am just about to run the PCs encounter with the big V tomorrow night & have
been thinking of ways to make it memorable.

One of the cool (well, I think so) ideas I've had is to make V a female - liches
are always male for some reason... Why?

I'm using a Graveknight template on top of a dread zombie cyclops as a stand-in
for an atrophied 'champion' for her - hey, if she's atrophied, why wouldn't her
champion be also...

As part of this, & to make the Cyclops culture stand out a little more than just
one more baddie with a weird name, I've also decided that Vordakai isn't her
proper name.

You see, as with many other things, the name has been mis-remembered down through
the's actually a bastardisation of her name & ancient title.
I'm going to have 'Vor' be her title, and her name be 'Dakai'...

This will be disclosed in her little BBEG speech, as follows: -
(Note: still working on the actual wording, but something similar...)

A dry, husking voice sounds out, echoes bouncing around the darkness of the chamber.

Vordekai wrote:

So - pathetic mortals once again seek to invade the realm of Dakai, kill my retainers & steal my belongings.

I have seen your coming, I have watched you through my raven, Horagnamon, until you caused his demise.

You…fools. Vermin who seek to slay me and defile the sanctity of my demesne. One who has existed for 10,000 years!

In truth though, I am lucky - I hunger for more knowledge of this world I now inhabit. One which is vastly different to that I left behind eons ago.

And so, to that end, it is now yours to let me sample of your minds for the knowledge I so desire. Perhaps, just perhaps, yours will not be full of the petty squabbles of these peasants of Varn.

- Geral, you are my Var
- Yes, my Vor
- Kill them…& bring me their bodies
- Yes, my Vor

Hiya, long time no see! :)
From my point of view - I'd prefer purely URule and UCam compatible...
However I ain't the one doing all the hard go with what you think is best!

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Dale McCoy Jr wrote:
I love Kingmaker. Its a great AP. But I would agree with Christopher Woldridge. It is an open-ended AP. So for a group of combat-focused, younger players, I would also agree with Mummy's Mask, Shattered Star or possibly Giantslayer are better choices. The kingdom part of Kingmaker has a decent amount of paperwork involved and beyond micromanaging the building of your kingdom, there is not a whole lot of actual rulership in the AP.

Anything Dale says = +1. ;-p

However - I would also add that yes, KM is a great is A LOT of work for
the GM to make it feel like an open world where the PCs actions can & do have
real consequences.
If you are an inexperienced GM & your group are also inexperienced...I wouldn't
run KM this time around. It is definitely not A to B...

That said - I love it. :) But I've been gaming for 35 years or so, & my
players are mostly (we do have a couple of newbies in the 6) experienced.

Rathendar wrote:
Ohh, i think i have that book squirreled away in my downloads. Thanks i'll take a look.

Definitely a cool book - I bought it!

However - again, just a word of caution - if you're using the original
AP ruleset - JBE's add-ons are just that - add-ons to the original rules.

They were mostly replaced by UC & UR...

In saying that though - I'm sure there's plenty of usable stuff...I just
haven't looked for AGES! ;-p

Rathendar wrote:
Since the Lots represent multiple buildings of a type, i wonder if things like 'Butcher' etc would be too small in scale to be needed as an improvement.

Hiya, just a quick comment - like your thoughts, but need to point out

that the first incarnation of the rules did indeed have all sorts of
different kinds of buildings, but the devs pulled back on this & they
are now all just called 'shop' or something similar...

I guess all I'm suggesting is 'call it what you will, but currently a
single name covers a multitude'... :)
Different name - same stats... You can do that for heaps of buildings &
over the past few years there have been multiple threads discussing that

Cheers & looking forward to what you come up with.

Ditto - I had a similar, but MUCH lesser version...

Name: Elunir
Race: male Human
Classes/levels: Alchemist 8th
Adventure: Varnhold Vanishing
Location: Flooded room
Catalyst: Staying around to help a fallen comrade

After telling the party I was going to kill them all - I actually felt a bit bad about this one...
(It was the 3rd session which the player had his new PC, after the old one left the party.)

As the room started to fill with water, the party wizard was felled by the large eel.
Not wanting Elensil to drown, Elunir held his head above water, whilst trying to figure out
what to do about the 2 dread zombie cyclops which had suddenly appeared...

As the zombies moved in to melee range, they both (pure bad luck roll of the dice to see
who was attacked) decided that Elunir looked like a good target.
Using their 'flash of insight' they both attempted a crit - both succeeded...
50 something & 30 something points of damage later, Elunir was decapitated & then split in half.


In the actual KM kingdom building rules, there aren't any for the situation
you're trying to describe.

There are a separate set of rules in the Campaign(?) guide, which you will need
to run separately from the kingdom building per se.

(well - at least I think so, as I haven't read all of the rule sets for a while,
so it may have crept in there somewhere...
If so - disregard my comments above.)

Happy hunting.


Also - be sure to read through the threads specific to each book!
I have post-it notes all the way through my books because kind souls on these
boards posted updated/correct stats.

EDIT: - Ooops - I think that's what Geeky meant in his above post...

That is very cool - but what of Ranalc?
I assume from the story that he replaces the big V, but as an undead?
I guess not, as that would also be a travesty in Pharasma's eyes...
I'm eager to hear please! :)

laraqua wrote:

Love the work! Amazing, amazing, amazing! I have noticed, though, that the city settlements start at village ratings rather than hamlet ratings? Is that intentional? Also I can't find where to give the villages their own alignment rating?

Hi Iaraqua,

I agree with you - Chemlak (& others, as he'd never claim sole coolness
for this project) has done a GREAT job! :)

Don't know about the hamlet vs village thing, well, except perhaps for
the fact that hamlets are a population of 21-60, & a general minimum
population for a settlement improvement you're building using the
spreadsheet is 250...automatically putting it into 'village' status.

I'd suggest that (at the moment anyway) there are no individual alignments...
This is a Kingdom building tool, which is a different mechanic than what
has been offered up for other settlements...which can have their own alignments,
settlement modifiers etc.

The 2 can work together, but they need a bit of work to mesh properly.
To do that, you'd need to assign them & track them individually. No
idea if Chemlak is working on this, but I'd suggest that if he is,
it may be behind other priorities he has & would take some time...

Norin d'orien wrote:
Thanks for the answer! What do you think of the idea of making vacancy count at a later point?

Also - instead of fully fledged 'kingdom' positions, you might like to consider

something like a 'council of elders'...

Even a small village might have a variety of people it turns to for advice etc.
Why not have people take up roles which give the same benefits, but are
not the specific roles in the rules?

Then, when the thorp grows big enough, the council can be formalised...

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